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September 18, 2014
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September 18, 2014
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Posted by Adam Winkels on 09/18/14 11:31:00 am in Programming, Console/PC, Indie
Implementing an easy to use coroutine-based timer in Unity.

Posted by Lennart Nacke on 09/17/14 12:14:00 am in Design
In the second week of my Basic Introduction to Game Design course, I talk about games as systems, their formal structure and the elements that make games into games.

Posted by Ethan Levy on 09/16/14 09:50:00 pm in Design, Indie
While working on narrative experiment flapping bird, I questioned my initial decision to make my main character straight and male. So I asked gamers on Reddit's r/gaymers if inclusive language would make for a better game. This is what I learned.

Posted by Tanya X Short on 09/16/14 08:01:00 pm in Design, Console/PC, Indie
A designer describes her studio's methods for choosing the level of detail of their procedural generation algorithms.

Posted by Alexander Freed on 09/16/14 07:59:00 pm in Design, Console/PC, Indie
For decades, branching conversation systems have been a powerful tool in game narrative. In part three of our series, we discuss toolsets and how to structure a conversation for easy review and later editing.

Posted by Radek Koncewicz on 09/16/14 03:55:00 pm in Design, Console/PC
A furtive look at the secret history of the Souls games and how a shoddy localization might have sparked the imaginations of its developers.

Posted by Yoeri Staal on 09/18/14 11:01:00 am in Business/Marketing, Indie
Our game appeared in the portfolio of a cloner. Taking it down is not so easy.

Posted by John McCarthy on 09/18/14 04:16:00 am in Business/Marketing
On January 1, new EU VAT rules will be introduced for e-services in Europe. The following article outlines how these new rules will apply to online gaming companies and to game developers.

Continuing our examination on sales in the Game Industry, today's post examines the different degrees of sales and their effect on the consumer.

Posted by Bill Graner on 09/17/14 08:05:00 pm in Business/Marketing, Indie, Smartphone/Tablet
A cursory description of how we draw up estimates for clients when we do contract game development at Crater House.

The business side of TOO DX talks about not being able to talk about things and what it is like to be working under an NDA as a small studio.

Posted by Gregory Kennedy on 09/17/14 06:26:00 pm in Business/Marketing
A beginner's guide to monetizing your game or app on a mobile ad exchange.